Ruins of Adventure
- Races: Any
- Sub-Classes: Any
- Ability Requirements: Dex 13, Con 14
- Alignments: Non-Good
- Starting Cash: By class
- Weapon Slots: By class
- Bonus Weapon Proficiencies: See below
- Required Weapon Proficiencies: Any Medium Blade, Any one small weapon
- Allowed Weapons: By class
- Allowed Armors: Chainmail or lighter, Any Shields
- Non-weapon Slots: By class
- Available Categories: By class
- Bonus Non-weapon Proficiencies: Awareness, Dirty Fighting, Looting, Survival
- Required Proficiencies: none
- Recommended Proficiencies: Alertness, Appraising, Blind-Fighting, Bowyer/Fletcher, Animal Handling, Camouflage, Close-quarters Fighting, Endurance, Fire-building, Gaming, Heat Protection, Heart Feast, Hiding, Hunting, Intimidation, Natural Fighting, Naval Combat, Navigation, Rope Use, Running, Sabotage, Water Find, Weapon Improvisation, Weather Sense, Wild Fighting.
- Forbidden Proficiencies: none
- Pick Pockets: —
- Open Locks: —
- Find/Remove Traps: —
- Move Silently: —
- Hide in Shadows: —
- Hear Noise: —
- Climb Walls: —
- Read Languages: —
Overview: The wild places of the Realms are home to countless raiders, desperate bands of cutthroats and criminals who take what they can from those weaker than themselves. Whether they operate by land or sea, the raider is a hard, cruel character who is the ultimate survivalist. He depends on no one but himself, takes what he needs, and guards what little wealth he gains with his life. His life is harsh and he tends to place a low value on the lives of others.
Raiding bands are of all sizes and descriptions. Some are bands of escaped slaves who know no other way to survive. Some are peasants and villagers whose homes were destroyed by another raiding clan, forcing them into the outlaw’s life. Some are tribes of humanoids who have been raiding together for hundreds of years, passing down the tactics and traditions from one generation to the next. Some entire cultures, like the Northmen of the Moonshae islands, even take to the raider’s life. These usually come from lands that are bad for agriculture or poor in resources, forcing the people to make their living by raiding warmer lands for food and treasure.
This kit is especially appropriate for war-like humanoids such as Orcs and Hobgoblins. Indeed, the majority of warriors from these races can best be described as Raiders. Likewise, the majority of the evil forces that may oppose the PCs will be made up of raiders.
Description: The typical Raider appears dirty, disheveled, and dangerous. Raiders value moving fast and do not wear armor that could slow them down. A raider never voluntarily carries so much equipment that he becomes encumbered, although he may exceed this restriction when he carries loot. In addition, most raiders always carry at least three weapons on their person—raiders are famous for being armed to the teeth.
Role-Playing: The raider is an outlaw, hated and feared by most common folk. He responds to this universal loathing with violence and fierce self-reliance. The raider long ago decided that the end justifies the means, and he is a pragmatic survivalist. He plays to win.
In a campaign, raiders are villainous characters who are known for fighting hard and dirty. They consort with the worst kind of criminals and represent a chaotic force that threatens the fabric of civilization. Almost the only place a raider is welcome is in the company of his own clan or band. Even then, most raiding bands recognize only the strongest fighters as their leaders.
- Experts at lying in wait and striking swiftly from concealment, Raiders have the ability to prepare ambushes. The raider must spot the enemy before they spot anyone in his party and have at least 10 minutes to get ready. Optionally, the raider can prepare an ambush at a site that is likely to be traveled, such as an oasis or a commonly used road. If the raider has time to set up, his side imposes a -4 on the opponents’ surprise roll when the ambush is sprung.
- At the start of his career, the raider must decide to specialize either in land-based or sea-based combat. He gains a number of benefits depending on his choice:
- Sea-based raiders gain Swimming and Seamanship as bonus non-weapon proficiencies, and the Battle Axe as a bonus weapon proficiency. They suffer no attack penalties when engaged in ship-board combat.
- Land-based raiders gain Land-based Riding and Direction Sense as bonus non-weapon proficiencies, and the Composite Shortbow as a bonus weapon proficiency. They suffer no attack penalties when firing a bow from a moving horse.
- Raiders are also at home dealing with criminals and cutthroats. The raider gains a +3 on his reaction checks when approaching such characters in a neutral setting, such as a tavern.
- Raiders are generally despised by all other people except criminals. They suffer a -3 reaction check penalty when dealing with townspeople, villagers, priests, or merchants. In addition, if a raider becomes known to the law enforcers of a city, they make every effort to arrest (or kill) him on sight.
- Whether they spend their time in the saddle or aboard-ship, raiders tend to develop an unusual gate ill-suited to walking on land. All raiders suffer a -1 penalty to their base movement rate when on foot.
Return to Warrior Kits